Top 159 Quotes & Sayings by Famous Game designers - Page 2

Explore popular quotes by famous game designers.
I think a lot of the misery that people experience comes from that sensation of boundlessness, of infinite possibility.
Communism is what happens when atheism meets bureaucracy.
The linear design of FFXIII had a great advantage in providing players with enough time to become familiarized with the new battle system and the unique world. But on the other hand, it led to players feeling like the majority of the game was a tutorial.
The gaming industry is a fairly liberal, hip place, and if you're making games people really don't care what your gender is. At least this has been my experience. — © Brenda Romero
The gaming industry is a fairly liberal, hip place, and if you're making games people really don't care what your gender is. At least this has been my experience.
It's not even that finding laundry pleasurable or delightful should be our goal rather than finding television delightful. It's that both laundry and television can be delightful.
Play is this process of operating the world, of manipulating things. It's related to experimentation, and it's related to pleasure, but not defined by it.
Play becomes a distraction, something you don't really need to do. It's not for serious people. They work hard, they don't play hard. Yes, you can say play hard, but that really means, keep working hard, right?
Here's the problem right now; the person who is savvy enough to want to have a good PC to upgrade their video card, is a person who is savvy enough to know bit torrent to know all the elements so they can pirate software. Therefore, high-end videogames are suffering very much on the PC.
We're going to continue to see games turned into movies.
Today's games are more forgiving in the sense that you can save your game almost anywhere, and get back into the action very quickly, whereas in POP when you died you had to go back to the beginning of the level.
Generally speaking, when people use the word fun, it's like a placeholder. You know, "How was your evening?" "Oh it was fun."
The actual effort that you can exert upon the universe is fairly limited.
Um... You know, at this point, I think we're co-creators with the fans. We use a lot of feedback.
Sometimes I'm irritated because if you're running around in a game, and you're half-naked in a game, this is a choice that I may not have personally chosen to look like this to somebody I'm talking to in a game world, but I am.
We don't like to think of ourselves as subject to the forces of the world, we like to think of ourselves as exerting that force.
I thought that one of the things women like to do is eat. So I started working on a game concept based on eating. — © Toru Iwatani
I thought that one of the things women like to do is eat. So I started working on a game concept based on eating.
I like to innovate. To me, if it's worth doing something, it's worth doing it well. Do something that's going to demand attention and notice.
It's false. There is absolutely no evidence that extreme weather events are on the increase. None. The argument that more and more dollar damages accrue is a reflection of the greater amount of wealth we've created.
There's just an enormous vast universe of possible intrigue out there and why not pay attention to it? Because then you're not burdened with trying to find that meaning in yourself all the time.
We have so many choices that it's only always our fault if we're malcontent.
Pikachu. 'Pika' is the sound Japanese say an electric spark makes. And 'chu' is the sound a mouse makes. So Pikachu is like an electric mouse.
Pokémon was made with Miyamoto-san's advice. Since I was a teenager, playing Donkey Kong, he's always been my role model. He's a mentor for my heart.
You can experience play at work, not because you're messing around or wasting time or something, but because you're looking really deeply and seriously at things and asking what is possible, what can be done with them, what new ideas might emerge?
World only has two things: Things you can eat and things you can no eat.
When I was 18 I already had a business going.
Every TV show I've ever made, every game I've ever built, and every book I've ever published has had the common thread of building the biggest, brightest spotlight imaginable and then flipping it around to shine on you.
The butcher seldom sees much interest in allowing the herd to be armed.
Normally we think of play as the opposite of work. Work is the thing you have to do, and then there's play, the thing you choose to do.
I think this dichotomy or opposition between work and play, between leisure and serious stuff, is definitely a bad way of thinking about the useful insights that play provides.
Save myself from death is that it?! Is that why I've come here?! I'm not afraid to die! At times I've welcomed death!
The history of drawing is a history of 'realities'. Every age has its own conceptions, held to be true at that time, believed to be true for all times.
I believe the middle class game is dead.
God will not speak to me and tell me to mow my lawn today.
I'd bet Sony has some similar stuff up their sleeves they're just playing on the internet outrage for free PR. You're all being played!
So, what we do as the game accesses the Blu-ray disc, is we take any data that was accessed and we put it on the hard drive. And if then if there is idle time, we go ahead and copy the remaining data to the hard drive. And what that means is after an hour or two, the game is on the hard drive, and you have access, you have dramatically quicker loading And you have the ability to do some truly high-speed streaming.
Even when we tell kids to go play, what do the kids do? They come up with a set of constraints and structures. "Oh, we're gonna build a fort out of clothes, and now that we're in the fort we're going to pretend that we're prisoners," or whatever.
If you immerse yourself too single-mindedly in your chosen art form whether it's video games, movies, comics or whatever, your work can easily become just a reflection of what others are doing in that field rather than breaking new ground.
Play isn't you being clever, or finding a trick, or finding a way of covering over your own misery, or persuading someone to do what you want. It's the process of working with the materials that you find and discovering what's possible with them.
We have been trained to think we have enormous power over the world. Whatever you dream, you can do. Anything can be bent to your will. But actually isn't it much more interesting to imagine that you're quite small?
The first half of fiscal 2006 has been exceptional for Cochlear. Importantly, Cochlear capitalized on a number of opportunities in this half with worldwide market share estimated to be in excess of 70%.
Fans want to make sure that they see things resolved, they want to get some closure, a great ending. I think they're going to get that. — © Casey Hudson
Fans want to make sure that they see things resolved, they want to get some closure, a great ending. I think they're going to get that.
Actually a lot of the supposedly serious and meaningful and worthwhile content on the podcast or on the television is no more or less meaningful than the clothes in the laundry basket or the dishes in the sink. It's more a matter of the attention you're willing to bring to them, where you're willing to allow meaning and pleasure and the light to escape.
I was really careful in making monsters faint rather than die. I think that young people playing games have an abnormal concept about dying. They start to lose and say, ‘I’m dying.’ It’s not right for kids to think about a concept of death that way. They need to treat death with more respect.
The whole idea of Mass Effect3 is resolving all of the biggest questions, about the Protheons and the Reapers, and being in the driver's seat to end the galaxy and all of these big plot lines, to decide what civilizations are going to live or die: All of these things are answered in Mass Effect 3.
Any phrase that suggests play is this domain that's the opposite of work, or the thing that you do when you're done working, should trouble us. Because it means that play is always relegated to the exhaust of life. It's the thing that you do after you do the important stuff, it's what you do on your own time.
In light of the strong correlation between female education and demographic decline, a purely empirical perspective on Malala Yousafzai, the poster girl for global female education, may indicate that the Taliban's attempt to silence her was perfectly rational and scientifically justifiable.
Still, even the most admirable of atheists is nothing more than a moral parasite, living his life based on borrowed ethics. This is why, when pressed, the atheist will often attempt to hide his lack of conviction in his own beliefs behind some poorly formulated utilitarianism, or argue that he acts out of altruistic self-interest. But this is only post-facto rationalization, not reason or rational behavior.
Don’t make it sound like I laughed because I was troubled or inconvenienced or put out. I don’t want them to read anything into it. But if you want to say that I laughed, I think that would be a good answer.
The French - cheese-eating surrender monkeys. The Germans - schnitzel snarfing stormtrooper spawn.
Wouldn't we all rather have the possibility of finding pleasure and delight in literally anything we might encounter? Instead of assuming that actually there are only these three things where pleasure and delight are possible. Like oh, it's television and socialization and work, and then everything else is the smoke I have to somehow choke my way through in order to get to the good parts.
I'm part of the first generation who grew up with manga [comics] and anime [animation], you know, after 'Godzilla.' I was absorbed with Ultraman on TV and in manga. The profession of game designer was created really recently. If it didn't exist, I'd probably be making anime.
We're over-delivering value against other choices I think consumers can get. — © Don Mattrick
We're over-delivering value against other choices I think consumers can get.
The dimensions of video game characters, even when they're scanned from real people, are beefed up with exaggerated proportions in games like Def Jam: Fight for NY to give them more pop.
We're stuck in these situations with other people and our stuff and our jobs, and thinking that we can extract ourselves from those seems doomed to me. Instead, how can we live within those systems of constraints? We don't have to enjoy them, exactly, but at least acknowledge that those boundaries are real and that they structure our response to the world. And then once you do that, you allow yourself to say "I did my best given the circumstances."
In Japan, violence in games is pretty much self-regulated.There's more violence in games in the U.S., in things like Mortal Kombat, where they rip out hearts and cut off heads.
If you think of play as being in things, there are things that are playable, then it becomes the work of figuring out what a thing can do.
We have a rule in our franchise that there is no canon. You as a player decide what your story is.
But you can enjoy my next announcement. As soon as I am back at my office I will start preparing something new that I can show.
You allow yourself to discover the things that are already there when you play.
I think the most important way to understand play is that it's this property that's in things. Like there's play in a mechanism. For example, there's some play in the steering column before it engages as you're turning the wheel.
This site uses cookies to ensure you get the best experience. More info...
Got it!